General: There are a lot of "--" in the document. Often they are used appropriately, but there are instances where punctuation would get the job done, making the paragraphs easier to read through.Getting Started, p1: Show Player screens are far more than 3 now, more like 10Getting Started, p2: "Corporal" -> "Private First Class"; space missing just before left parenthesisGetting Started, p6: perks probably doesn't need quotations; "levelled" -> "leveled"Getting Started, p7: "Advanced Traits" is proper but "master traits" is not, pick oneGetting Started, screenshot: player's name is supposed to be light blue instead of darkGetting Started, p10: "sob" should probably be capitalized and/or dotted to emphasize acronym Getting Started, p11: two instances of -- and one of -, choose one for consistency (applies to any future uses, Find & Replace works wonders for stuff like this)Getting Started, p12: after quoting each tactic once (since these are words being used in a proper context anyway), future quotes are unnecessary; levelling -> leveling; ...descending to the next level.Getting Started, p13: no mention of armor #s; ...the number in bracketsparentheses indicates...Getting Started, p14: need space between Kill and 'em; "rock landscape" appears in other areas, should probably change parenthetical to "such as on the first level"Getting Started, p16: "u" is also used for pulling levers, may want to mention the priorityGetting Started, p18: needs a mention that the alt-fire button is "F"; "special" from special fire probably does not need to be in quotesGetting Started, p19: "special" from special reload probably does not need to be in quotes; "Reloading is automatic if you have the proper ammo in your inventory." <-- confusing statement, there is no non-automatic reload, perhaps reword so it is obvious that you will reload as much as the ammo in your inventory will allowGetting Started, p22: callback to p13, at the very least keep the two paragraphs next to each other (if already fixed in p13, p22 can likely be removed)Getting Started, p33: "Try to check out the "@" screen...", alternatively, use "character" screen and make note of the button you need to press afterGetting Started, p34: callback to p18, at the very least keep the two paragraphs next to each other (if already fixed in p13, lever mention can be removed; could stand to mention water/acid/lavaGetting Started, p36: "Common - Hmm... thisThese items are..."; "Most of them can beare generated randomly, others are dropped by enemies using them, and still otherswhile some of them will appears in certain places..."; armor/boots can only hold one mod without WKGetting Started, p37: mentioning unique before they are defined is a bit haphazard; "...usually more powerful versions of standardcommon items,..."; exotics hold the same mods as commons (two for weapons, one for armor/boots)Getting Started, p38: Uniques -> Unique; (I'm just going to rewrite this while keeping the message clear.) "The rarest and most powerful type of items. Most are fantastic upgrades to their common counterparts, and some carry very interesting properties, including regeneration, penetration, and absolute destruction. Unique items can only be encountered by chance, although certain special levels have a higher chance of one appearing. Modding a unique depends on the specific item involved."Getting Started, p39: put this somewhere closer to the various other item mentions (like powerups and consumables)Getting Started, p40: put this somewhere closer to the various command mentionsGetting Started, extra: missing any mention of artifacts, even if vague. Example: "Artifact - Items of this category are revered as the best in the game. It can only appear on certain special levels, after overcoming a great challenge. There are only two known artifacts so far."

Whew. That's the big section: I'll hit the other areas later. (Introduction has no problems, by the way.)

Kornel is polish, so to polish up the writing, maybe we should use something that is more... American in spelling? I'm assuming that most of the people are comfortable with American spelling, also brevity (we save one more character for some words given the difference between AmE and BrE forms).

One a side note, I've somewhat changed the manual a bit already. I'll take a look at it again shortly.

If you think an editor would help the process, I'd be glad to take a look at the revised copy (that is, if there's an easy way to send it). Again, the focus would be on syntactic and semantic edits, but I could whip up entirely new descriptions at request.

Getting Started, p38: Uniques -> Unique; (I'm just going to rewrite this while keeping the message clear.) "The rarest and most powerful type of items. Most are fantastic upgrades to their common counterparts, and some carry very interesting properties, including regeneration, penetration, and absolute destruction. Unique items can only be encountered by chance, although certain special levels have a higher chance of one appearing. Modding a unique depends on the specific item involved."

I'm quite sure that no unique can be modded. The reason exotics were added was to make the not-so-fantastic moddable uniques a bit more common and in a defined class of their own.

In addition, Railgun allows for a single modification to it. (Although I suppose this could be a bug.) Not really sure about the others, although it's true that the modding capabilities of all uniques together are really low. I would revise my original statement to say the following: "Allowed modifications on unique items are exceedingly rare, though this is to be expected for items of such high quality."

This is kind of like a typo.Blue arrows appear in the player screen to show you that you can scroll upwards if there's a bit of text above your current position in the screen....but there's no coresponding downward arrows, so it's not very obvious whether there's any text below your screen or not.